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fix(Core/Misc): Consider /dance as an emote state. (#14275)
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@@ -755,6 +755,9 @@ void WorldSession::HandleTextEmoteOpcode(WorldPacket& recvData)
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case EMOTE_STATE_KNEEL:
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case EMOTE_ONESHOT_NONE:
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break;
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case EMOTE_STATE_DANCE:
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GetPlayer()->SetUInt32Value(UNIT_NPC_EMOTESTATE, emote_anim);
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break;
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default:
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// Only allow text-emotes for "dead" entities (feign death included)
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if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
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